VLDB 2026 Research / reviewers in the wild / expert
Kai Rohmer
dblp:127/6730
· DBLP profile ↗
5ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
4 papers |
Rendering · 57% Virtual and augmented reality · 36% Computational photography and imaging · 8% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 100% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
illumination |
0.7 | 3 | 2017 | Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017 Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2015 Interactive near-field illumination for photorealistic augmented reality on mobile devices · ISMAR 2014 |
Virtual and augmented reality
augmented reality |
0.5 | 2 | 2017 | Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017 Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2015 |
Virtual and augmented reality › augmented reality › augmented reality rendering
photorealistic augmentation |
0.5 | 2 | 2017 | Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017 Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2015 |
Rendering › illumination
near-field lighting |
0.4 | 2 | 2015 | Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2015 Interactive near-field illumination for photorealistic augmented reality on mobile devices · ISMAR 2014 |
Rendering › global illumination
environment lighting |
0.3 | 1 | 2017 | Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017 |
Computational photography and imaging › illumination analysis
computational illumination |
0.2 | 1 | 2015 | Tiled Frustum Culling for Differential Rendering on Mobile Devices · ISMAR 2015 |
Rendering
differentiable rendering |
0.2 | 1 | 2015 | Tiled Frustum Culling for Differential Rendering on Mobile Devices · ISMAR 2015 |
Immersive interaction
augmented reality |
0.1 | 2 | 2015 | Tiled Frustum Culling for Differential Rendering on Mobile Devices · ISMAR 2015 Interactive near-field illumination for photorealistic augmented reality on mobile devices · ISMAR 2014 |
Immersive interaction › augmented reality
mobile augmented reality |
0.1 | 2 | 2015 | Tiled Frustum Culling for Differential Rendering on Mobile Devices · ISMAR 2015 Interactive near-field illumination for photorealistic augmented reality on mobile devices · ISMAR 2014 |
Methods — techniques the papers use, named apart from their topics
HDR video capture · 0.6tile-based rendering · 0.4frustum culling · 0.4differential illumination · 0.4differential light simulation · 0.3depth sensing · 0.3color compensation · 0.3differential rendering · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile DevicesabstractAugmented Reality offers many applications today, especially on mobile devices. Due to the lack of mobile hardware for illumination measurements, photorealistic rendering with consistent appearance of virtual objects is still an area of active research. In this paper, we present a full two-stage pipeline for environment acquisition and augmentation of live camera images using a mobile device with a depth sensor. We show how to directly work on a recorded 3D point cloud of the real environment containing high dynamic range color values. For unknown and automatically changing camera settings, a color compensation method is introduced. Based on this, we show photorealistic augmentations using variants of differential light simulation techniques. The presented methods are tailored for mobile devices and run at interactive frame rates. However, our methods are scalable to trade performance for quality and can produce quality renderings on desktop hardware. Kai Rohmer, Johannes Jendersie, Thorsten Grosch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Stylized Caustics: Progressive Rendering of Animated CausticsabstractAbstract In recent years, much work was devoted to the design of light editing methods such as relighting and light path editing. So far, little work addressed the target‐based manipulation and animation of caustics, for instance to a differently‐shaped caustic, text or an image. The aim of this work is the animation of caustics by blending towards a given target irradiance distribution. This enables an artist to coherently change appearance and style of caustics, e.g., for marketing applications and visual effects. Generating a smooth animation is nontrivial, as photon density and caustic structure may change significantly. Our method is based on the efficient solution of a discrete assignment problem that incorporates constraints appropriate to make intermediate blends plausibly resemble caustics. The algorithm generates temporally coherent results that are rendered with stochastic progressive photon mapping. We demonstrate our system in a number of scenes and show blends as well as a key frame animation. Tobias Günther, Kai Rohmer, Christian Rössl, Thorsten Grosch, Holger Theisel |
Comput. Graph. Forum | 2 |
| 2015 | Tiled Frustum Culling for Differential Rendering on Mobile DevicesabstractMobile devices are part of our everyday life and allow augmented reality (AR) with their integrated camera image. Recent research has shown that even photorealistic augmentations with consistent illumination are possible. A method, achieving this first, distributed lighting computations and the extraction of the important light sources. To reach real-time frame rates on a mobile device, the number of these extracted light sources must be low, limiting the scope of possible illumination scenarios and the quality of shadows. In this paper, we show how to reduce the computational cost per light using a combination of tile-based rendering and frustum culling techniques tailored for AR applications. Our approach runs entirely on the GPU and does not require any precomputation. Without reducing the displayed image quality, we achieve up to 2.2× speedup for typical AR scenarios. Kai Rohmer, Thorsten Grosch |
ISMAR | 1 |
| 2015 | Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile DevicesabstractAt present, photorealistic augmentation is not yet possible since the computational power of mobile devices is insufficient. Even streaming solutions from stationary PCs cause a latency that affects user interactions considerably. Therefore, we introduce a differential rendering method that allows for a consistent illumination of the inserted virtual objects on mobile devices, avoiding delays. The computation effort is shared between a stationary PC and the mobile devices to make use of the capacities available on both sides. The method is designed such that only a minimum amount of data has to be transferred asynchronously between the participants. This allows for an interactive illumination of virtual objects with a consistent appearance under both temporally and spatially varying real illumination conditions. To describe the complex near-field illumination in an indoor scenario, HDR video cameras are used to capture the illumination from multiple directions. In this way, sources of illumination can be considered that are not directly visible to the mobile device because of occlusions and the limited field of view. While our method focuses on Lambertian materials, we also provide some initial approaches to approximate non-diffuse virtual objects and thereby allow for a wider field of application at nearly the same cost. Kai Rohmer, Wolfgang Büschel, Raimund Dachselt, Thorsten Grosch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | Interactive near-field illumination for photorealistic augmented reality on mobile devicesabstractMobile devices become more and more important today, especially for augmented reality (AR) applications in which the camera of the mobile device acts like a window into the mixed reality world. Up to now, no photorealistic augmentation is possible since the computational power of the mobile devices is still too weak. Even a streaming solution from a stationary PC would cause a latency that affects user interactions considerably. Therefore, we introduce a differential illumination method that allows for a consistent illumination of the inserted virtual objects on mobile devices, avoiding a delay. The necessary computation effort is shared between a stationary PC and the mobile devices to make use of the capacities available on both sides. The method is designed such that only a minimum amount of data has to be transferred asynchronously between the stationary PC and one or multiple mobile devices. This allows for an interactive illumination of virtual objects with a consistent appearance under both temporally and spatially varying real illumination conditions. To describe the complex near-field illumination in an indoor scenario, multiple HDR video cameras are used to capture the illumination from multiple directions. In this way, sources of illumination can be considered that are not directly visible to the mobile device because of occlusions and the limited field of view of built-in cameras. Kai Rohmer, Wolfgang Büschel, Raimund Dachselt, Thorsten Grosch |
ISMAR | 1 |